The Calmest Force
My general fear before posting any set, team, or idea on Smogon is that it will be horrendously failurific, thus embarrassing me and tarnishing my record as a mediocre player for the rest of my life. Although that will probably happen, I am posting this team largely because I want to demonstrate how amazing Calm Mind Landorus is (back when BW first came out, an analysis suggesting this was locked). The general aim of this team, then, is to clear the field for a sweep by Landorus, while providing for alternative victory routes if Landorus faces untimely death.
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Ability: Cursed Body
EVs: 248 HP / 212 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Scald
- Toxic
- Recover
- Taunt
When first creating this team, a little seadragon by the name of Kingdra occupied this slot, partly as a counter to the ubiquitous rain-team. With further battling, I soon found Kingdra to have little real use, that his roles were pretty much already on my team by other Pokémon. I attempted to use Suicune (great in UU, less effective in OU). I realized that my team was facing sever difficulties with Mamoswine, the glorified Dragon Slayer who could also kill my Landorus with one of his jagged tusks. I eventually decided upon Jellicent as my general Mamoswine counter. With a combination of Recover, Scald, and the ominous Cursed Body, Jellicent can eliminate Mamoswine, should it try to stay in. Expounding upon this, it is imperative that Mamoswine be eliminated before any sort of sweep is attempted -- the danger of this Pokémon to my team can't really be stressed since Jirachi and Magnezone are weak to Earthquake whereas Dragonite, Landorus, and Celebi are weak to Ice. Jellicent will always nab a 2HKO on Choice Scarf Mamoswine, with a 68.75% chance to OHKO in the rain. Jellicent can also Taunt Blissey and Gastrodon, while sponging hits from Latios (she takes 85.6% maximum from Draco Meteor, which I quickly Recover off), among other special attackers. Her ability's usefulness I cannot stress: never use a Choiced anything against the Cursed Body. Of course, I've compared it against the more often used Water Absorb and although it might give me some edge against rain teams (which my team already checks very well), Cursed Body has a usefulness specifically tailored to my team (since most of the Pokémon who often give me trouble are either Choiced or terrifying solely because of one move).
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature (+Def, -Atk)
- Stealth Rock
- U-turn
- Giga Drain
- Thunder Wave
Celebi functions gracefully as a defensive pivot with Natural Cure, allowing it to absorb Spore from Breloom and everything else. Arguably the greatest asset to any team, Celebi can reliably prop up Sneaky Stones on the opponent's field (for some reason or another, people don't think Celebi is going to set up Stealth Rock and therefore don't switch into their Magic Bouncer if they have one). With its typing, Celebi works as a great counter to rain teams (Politoed is generally disposed of through a combination of T-Wave and Giga Drain). Thunder Wave is just amazingly useful, particularly on the switch-in -- add upon that Jirachi's haxxy antics and you have a very annoying pixie duo. Naturally, Celebi attracts Skarmory and Scizor, at which point Magnezone takes over. Her EV's are designed under the assumption that a) Thunder Waver everything b) there is nothing worth outspeeding and c) taking physical hits as well as possible is a bigger priority. Without Recover, it's clear that Celebi's role is less affixed to longevity and more to spreading status and rocks, while keeping the opponent on their toes with U-Turn.
Ability: Magnet Pull
EVs: 36 HP / 252 SAtk / 220 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Hidden Power [Fire]
- Substitute
- Magic Coat
This sci-fi miscreation has a stellar 130 base SpAtk, but the main attraction (ha, get it? attraction?) is Magnet Pull. With Celebi and Jellicent acting as lures for Scizor and Ferrothorn (respectively), I can clear the field for Dragonite or Landorus, who appreciates Pokémon such as Jirachi (Air Balloon variants in particular) and Bronzong off the field (Bronzong is something to be wary of since he carries Earthquake, so I often have to employ some creative switching with Jellicent and Celebi). I used Charge Beam for a short while, but soon found that Magnezone was easily outsped by whatever came shortly after and that T-bolt/HP Fire even at +2 failed to OHKO several things. Furthermore, wasting time Charge Beaming and setting up subs only resulted in Magnezone losing more and more HP. In response to Ferrothorn, who either uses Leech Seed or sets up hazards, I gave Magnezone Magic Coat, which allows him to keep hazards off my field (no Rapid Spinners here) and on the opponent's.
Trait: Serene Grace
EVs: 252 HP / 236 Atk / 20 Spd
Jolly Nature (+Spd, -SAtk)
- Ice Punch
- U-turn
- Trick
- Iron Head
Despite its nickname, this Jirachi is less focused upon the boon of hax and more focused upon being the bane of stall, as well as eliminating or weakening key offensive threats. Blissey, Skarmory, Latias, Deoxys-D, Gastrodon, Reuniclus -- whatever it is, it's bound to be locked into a single attack by Jirachi's mischievous Trick. The only thing I really have to worry is tricking scarf onto something that could prove fatal, like Landorus (this doesn't happen to me, but it's worth noting). U-turn is incredibly useful as it eases prediction and allows me to go into the best-suited Pokémon. Iron Head blows Mamoswine to around 25% of his health; if he is switching in, Jirachi can 2HKO it -- Jirachi will outspeed Life Orb Mamoswine and Choice Scarf Mamoswine will fail to OHKO. Jirachi is particularly useful against the Latis (which give Landorus trouble) as it can 2HKO with Ice Punch or Trick Choice Scarf onto defensive Latias. Jirachi will outspeed and lay the hurt upon Thundurus-T, or with regards to Choice Scarfed variants, survive whatever he has and knock his lights out. A similar story applies to his brother as well, since Jirachi can 2HKO with Ice Punch, while surviving Heat Wave. Jirachi is also useful against Landorus as it can OHKO with Ice Punch after Stealth Rocks. This is difficult to ensure under sandstorm as Landorus will OHKO with Earthquake; thus, I will have to punch it on the switch-in to earn the OHKO. Salamence is OHKOed with Ice Punch; Dragonite as well (assuming Stealth Rock). Jirachi can survive a +1 Earthquake from Salamence, although it's a 6.25% chance to OHKO after Stealth Rock. As Pokémon like Salamence will outspeed at +1 anyway, it is far more preferable to shift the EV's into HP, in order to survive the hits mentioned above. 20 Speed EV's give me 265 Speed, which allows me to outspeed all OU Pokémon without boosts.
Ability: Multiscale
EVs: 8 HP / 248 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- ExtremeSpeed
- Fire Punch
- Dragon Dance
- Outrage
My original dream was a SubPunch Roost set with some other coverage move -- upon learning that Focus Punch and Multiscale were not compatible, my unlikely dream set was called off. Multiscale is just too good to give up -- surviving almost every unboosted hit in the metagame allows Dragonite to act as a check upon things that might give my team trouble. Once Magnezone zaps steel-types off the field, I'm free to spam Outrage to my heart's content, although that's generally not a good idea. The move I find myself using most is Extremespeed as the whole point of Dragonite is to get rid of things (especially Life Orb sweepers and damaged set-up sweepers) that could otherwise cause my team problems. He can eliminate Mamoswine with Extremespeed after Jirachi's Iron Head. Dragonite is also useful for switching into status moves if Celebi is down as Lum Berry will heal it instantly, which is why I prefer this item over Choice Band. Given Dragonite's nature as a revenge killer/makeshift status sponge, I am not afraid to sacrifice it if conditions are suitable. The one time I won't do this is when Landorus has fainted -- in that case, I will generally hope upon a Dragonite Sweep.
Ability: Sheer Force
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Earth Power
- Hidden Power [Ice]
- Sludge Wave
I had to save the last slot for last. Calm Mind Landorus is an absolute beast -- Sheer Force Life Orb Earth Power is stronger than Sand Force Earthquake and able to cleanly OHKO or 2HKO unsuspecting foes. It's as if though everyone forgets Landorus has base 110 Sp Atk. The Pokémon that I generally seek to eliminate in order to sweep with Landorus are Mamoswine (and any other Ice Sharders), offensive water types like Starmie, and Steel types with Ground immunity (or air balloon). The first is a given -- Landorus' defensive stats aren't great anything to avoid the OHKO from the Ice Shard of any cold foe; the second is straightforward -- any water-type that can outspeed Landorus has the possibility of OHKOing with an Ice-type move (more on that later). The latter Pokémon only give me trouble if I decide to run Sludge Wave (the tradeoff between Sludge Wave and Focus Miss is pretty obvious, but without Sludge Wave he also fails to OHKO Defensive Breloom, Celebi, and Virizion and fails to 2HKO Gyarados; of course, if I chose Psychic I'd have the same conundrum with Steel/Psychic types). (Sludge Wave also comes with a chance to poison). Although I am probably going to be called a pansy, I prefer Sludge Wave for its accuracy over Focus Miss.
What's so great about Calm Mind Landorus is how often this catches the opponent off guard. At +1, this glorious sand genie becomes a force to reckon with. Switching in Gastrodon? 2HKOed. Switching in Politoed? 2HKOed and will survives defensive variants' Ice Beams. Going to switch in that mother of all physical walls Skarmory of yours? Nope, 2HKOed. It's not just the Sheer Force of his attacks, but his ability to act as a lure for common switch-ins which make this set so effective. At +1, the only Bulky Water not 2HKOed by this set is...just kidding! It doesn't exist. Furthermore, Landorus can take most Scalds and even Ice Beams from water-types who lack investment in Special Attack, even in the rain. Having the opponent think Landorus is physical can also play out amusingly when I send it out in front of a Pokémon like Volcarona and Calm Mind as they retreat under the assumption I'd use Stone Edge. OHKOing Gliscor as opposed to 2HKOing with a physical variant is also useful. With +1 Defense, Landorus has the potential to survive Choice Scarfed Landorus's HP Ices and OHKO back with his own.
Due to how easy it is to phaze out a Pokémon or slowly kill it with Toxic, CM Landorus is intended to be used as a late-game sweeper when his counters have either been weakened or eliminated. When the hazards are set and the checks are down, Landorus the glorious Life Orbed Sand Genie arises out of his sandy maelstrom and mercilessly massacres teams with Sheer Force.
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Jafar (Landorus) (M) @ Life Orb
Trait: Sheer Force
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Earth Power
- Hidden Power [Ice]
- Sludge Wave
Ursula (Jellicent) (F) @ Leftovers
Trait: Cursed Body
EVs: 248 HP / 212 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Scald
- Toxic
- Recover
- Taunt
Tron (Magnezone) @ Leftovers
Trait: Magnet Pull
EVs: 36 HP / 252 SAtk / 220 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Hidden Power [Fire]
- Substitute
- Magic Coat
Barney (Dragonite) (F) @ Lum Berry
Trait: Multiscale
EVs: 8 HP / 248 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- ExtremeSpeed
- Fire Punch
- Dragon Dance
- Outrage
Wish-Upon-A-Hax (Jirachi) @ Choice Scarf
Trait: Serene Grace
EVs: 252 HP / 236 Atk / 20 Spd
Jolly Nature (+Spd, -SAtk)
- Ice Punch
- U-turn
- Trick
- Iron Head
Pixie Dust (Celebi) @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature (+Def, -Atk)
- Stealth Rock
- U-turn
- Giga Drain
- Thunder Wave
Trait: Sheer Force
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Earth Power
- Hidden Power [Ice]
- Sludge Wave
Ursula (Jellicent) (F) @ Leftovers
Trait: Cursed Body
EVs: 248 HP / 212 Def / 44 Spd
Bold Nature (+Def, -Atk)
- Scald
- Toxic
- Recover
- Taunt
Tron (Magnezone) @ Leftovers
Trait: Magnet Pull
EVs: 36 HP / 252 SAtk / 220 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Hidden Power [Fire]
- Substitute
- Magic Coat
Barney (Dragonite) (F) @ Lum Berry
Trait: Multiscale
EVs: 8 HP / 248 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- ExtremeSpeed
- Fire Punch
- Dragon Dance
- Outrage
Wish-Upon-A-Hax (Jirachi) @ Choice Scarf
Trait: Serene Grace
EVs: 252 HP / 236 Atk / 20 Spd
Jolly Nature (+Spd, -SAtk)
- Ice Punch
- U-turn
- Trick
- Iron Head
Pixie Dust (Celebi) @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature (+Def, -Atk)
- Stealth Rock
- U-turn
- Giga Drain
- Thunder Wave
If you read all of my technical garble, thank you! I mean seriously, my fingers are really killing me. I will get around to finishing the threat list by tomorrow (it's 6am right now); either way, don't forget to give suggestions and (be)rate my team!